/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;
using Spine.Unity;

public class SpineboyBeginnerView : MonoBehaviour {
	
	#region Inspector
	[Header("Components")]
	public SpineboyBeginnerModel model;
	public SkeletonAnimation skeletonAnimation;
	//public ParticleSystem gunParticles;

	[SpineAnimation] public string run, idle, shoot, jump;
	[SpineEvent] public string footstepEventName;

	[Header("Audio")]
	public float footstepPitchOffset = 0.2f;
	public float gunsoundPitchOffset = 0.13f;
	public AudioSource footstepSource, gunSource, jumpSource;

	[Header("Effects")]
	public ParticleSystem gunParticles;
	#endregion

	SpineBeginnerBodyState previousViewState;

	void Start () {
		if (skeletonAnimation == null) return;
		model.ShootEvent += PlayShoot;
		skeletonAnimation.state.Event += HandleEvent;
	}

	void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
		if (e.Data.Name == footstepEventName)
			PlayFootstepSound();
	}

	void Update () {
		if (skeletonAnimation == null) return;
		if (model == null) return;

		if (skeletonAnimation.skeleton.FlipX != model.facingLeft) {	// Detect changes in model.facingLeft
			Turn(model.facingLeft);
		}

		// Detect changes in model.state
		var currentModelState = model.state;

		if (previousViewState != currentModelState) {
			PlayNewStableAnimation();
		}
		
		previousViewState = currentModelState;
	}

	void PlayNewStableAnimation () {
		var newModelState = model.state;
		string nextAnimation;

		// Add conditionals to not interrupt transient animations.

		if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
			PlayFootstepSound();
		}

		if (newModelState == SpineBeginnerBodyState.Jumping) {
			jumpSource.Play();
			nextAnimation = jump;
		} else {
			if (newModelState == SpineBeginnerBodyState.Running) {
				nextAnimation = run;
			} else {
				nextAnimation = idle;
			}
		}

		skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
	}

	void PlayFootstepSound () {
		footstepSource.Play();
		footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
	}

	[ContextMenu("Check Tracks")]
	void CheckTracks () {
		var state = skeletonAnimation.state;
		Debug.Log(state.GetCurrent(0));
		Debug.Log(state.GetCurrent(1));
	}

	#region Transient Actions
	public void PlayShoot () {
		// Play the shoot animation on track 1.
		skeletonAnimation.state.SetAnimation(1, shoot, false);
		//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f);
		gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
		gunSource.Play();
		gunParticles.randomSeed = (uint)Random.Range(0, 100);
		gunParticles.Play();
	}

	public void Turn (bool facingLeft) {
		skeletonAnimation.skeleton.FlipX = facingLeft;
		// Maybe play a transient turning animation too, then call ChangeStableAnimation.
	}
	#endregion

	#region Utility
	public float GetRandomPitch (float maxPitchOffset) {
		return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
	}
	#endregion
}
